Shader "CustomRP/Unlit"
{
    Properties
    {
       [HDR] _BaseColor("Color",Color) = (1,1,1,1)
       _BaseMap("Texture",2D) = "white" {}
       

       [Toggle(_CLIPPING)] _Clipping("Alpha Clipping",Float) = 0
       _Cutoff("Alpha Cutoff",Range(0.0,1.0)) = 0.5
       

       [Enum(UnityEngine.Rendering.BlendMode)] _SrcBlend("Src Blend",Float) = 1
       [Enum(UnityEngine.Rendering.BlendMode)] _DstBlend("Dst Blend",Float) = 0
       [Enum(Off, 0, On, 1] _ZWrite("Z Write",Float) = 1
    }
    SubShader
    {
        HLSLINCLUDE
        #include "../ShaderLibrary/Common.hlsl"
        #include "./UnlitInput.hlsl"
        ENDHLSL

        Pass
        {
            Blend [_SrcBlend] [_DstBlend]
            ZWrite [_ZWrite]
            HLSLPROGRAM
            #pragma target 3.5
          
            #pragma shader_feature _CLIPPING
            #pragma multi_compile_instancing

            #pragma vertex UnlitPassVertex
            #pragma fragment UnlitPassFragment
            #include "./UnlitPass.hlsl"
            ENDHLSL
        }
          Pass 
        {
            Tags {
                "LightMode" = "ShadowCaster"
            }
            ColorMask 0 
              HLSLPROGRAM

            #pragma target 3.5
            //#pragma shader_feature _CLIPPING
            #pragma shader_feature _ _SHADOWS_CLIP _SHADOWS_DITHER
            #pragma multi_compile_instancing

            #pragma vertex ShadowCasterPassVertex
            #pragma fragment ShadowCasterPassFragment
            #include "./ShadowCasterPass.hlsl"
            ENDHLSL
        }
    }

    CustomEditor "CustomShaderGUI"
}
